Before I mention a couple tool-based features that would be highly beneficial to future builds of your app, please keep in mind that I haven't had the opportunity to fully demo all the aspects of your current version. I'm thinking it needs to have the capabilities of visual creation with both vector and (traditional) pixel tools. Here is a tools list:

Pixel Tools

Pencil

Brush

Eraser

Airbrush

Area-based selection tool

Pixel tools also need the attributes for adjusting width, alpha fall-off, and opacity.

Interesting news from Tim C. on the Mac-Game Dev list is that he is working on a 2D sprite image/editor/animator/engine. Or something like that. It sounds very very cool. I asked him to send me more details.

I hope that Daniel_Lurie and Gatti can work on Daniel_Lurie's EPaint for the Mac. (EPaint comes after DPaint)

I suggest that Gatti get screen grabs of Dpaint (Daniel has them) and makes new slick button tool icons. (ie what I was gonna do but it seems beyond my busy schedule)

The latest version of GraphicConverter (released today) finally has keyboard shortcuts for the tools, which should just about make it usable as a sprite editor. The animation tools are still inadequate, though. If it had a window showing all the frames in the current animation and support for some animation format other than GIF, it could become quite useful.

I wonder if the author would be interested it adding those features. Maybe we should contact him....

Any future games I make will definitely incorporate that technique! The amount of paper that I've used for ElBallo so far is at least 2,000 sheets of various sizes. Next game-based project (that I work on) I just want conceptual drawings (characters, landscapes, level layout, model sheets, and storyboards) on paper. All animation and stage-based object design will be created in some 3-D app. (Most likely Hash. In a few months it'll be OS X native.)

I wish I had some kind of 3-d scanner. Then I'd just sculpt characters by hand and scan them in!

ProRattaFactor
(Retro-infused games for iPad, iPhone, iPod touch, and Mac)

Get ahold of (and this is the pricey bit, the others should be free) a pen ($.65 USD)

Sraw the polygons on your clay model or whatever, put points on the bits that stick out and connect the points with lines that run through the bits that stick in, do as much or as little detail you want. Then just reproduce it on the computer (I like to take pictures of the drawn-upon model from top, left, back views and use them as background templates) its easy to recreate your models this way (soon IU will get my brother to let me draw the lines on his face so I can model a head, it will take some convincing and probably lots of alcahol =-) )

Another cheap approach:
Take a front, left, back, and top photo of face or character. Bring the photos into most 3-d apps. Use them as reference during model build-out. Depending on skill level of modeler, complexity of character, and familiarity with software, model time should be between 30 minutes ---> countless hours

ProRattaFactor
(Retro-infused games for iPad, iPhone, iPod touch, and Mac)